Shopping Using Gesture Driven Interaction

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Shopping Using Gesture Driven Interaction ! ! ! ! ! ! Shopping Using Gesture Driven Interaction Alexander Badju & David Lundberg ! ! 2015 ! Master's Thesis! ! ! ! Department of Design Sciences! Lund University! ! ! ! ! ! Acknowledgements We would like to thank our supervisors Paul Cronholm at Crunchfish AB and Joakim Eriksson at Lund University for their help, guidance and support throughout the entire process. We would also like thank Elinor Samuelsson, UX designer at Crunchfish AB for her invaluable input and feedback regarding our design of gestures and interaction as well as Carl T¨onsg˚ard and the rest of the Crunchfish AB team for their help and support and for making us feel at home at the office. Last but not least we would like to thank all of the test participants that took the time to help us gain invaluable knowledge for this thesis. Lund, May 2015 Alexander Badju & David Lundberg Abstract Natural user interfaces are interfaces that attempt to feel natural to the user, eliminating the need for a traditional graphical user interface. Touchless technology with gestures is a way of achieving this. With the fast-paced evolution of online shopping, via a computer or mobile device, it has become more important than ever for physical stores to regain customers lost to online dittos. The com- bination of touchless technology and shopping provides a new platform where the advantages of online shopping can be combined with those of physical store shopping. This Master’s thesis aims to explore this combination, creating prototypes for a gesture-based shopping window, where the line between physical store and mobile is erased. Using gestures to manipulate, search and browse items seen on a large screen outside a store, enables users to see if their size is in stock and whether there are any deals at the moment, before entering the store. Two prototypes were created and tested, one for a realtor display window and one for a clothing store shopping window. Natural gestures were created and discovered, which can be used to interact with the prototypes, serving as a foundation for future implementations. The usability testing was performed on two groups of people, one group with no experience in touchless tech- nology and another group with a lot of experience in the touchless technology field. Both groups performed well in the tests, however, the inexperienced group performed better than expected and the test participants were able to learn the gestures and understand the concepts faster than expected. Contents 1 Introduction 4 1.1 Introduction....................................... 4 1.2 Background . 4 1.3 Purpose and Goal . 5 1.4 Scope .......................................... 6 2 Technical Background 7 2.1 Natural User Interfaces . 7 2.1.1 Voice Control . 7 2.1.2 Gestures..................................... 8 2.1.3 Advantages of Natural User Interfaces . 10 2.1.4 Limitations of Natural User Interfaces . 10 2.2 Virtual Reality . 10 2.3 Augmented Reality . 11 2.4 Di↵erent Implementations of Natural User Interfaces in Commercial Products . 12 2.4.1 Kinect . 13 2.4.2 Microsoft HoloLens . 16 2.4.3 Oculus Rift . 18 2.4.4 Leap Motion . 19 2.4.5 Google Glass . 22 3 Human behavior and shopping habits 23 3.1 Shopping ........................................ 23 4 Method 25 5 Investigation phase 27 5.1 Brainstorming . 27 5.2 Gestures . 28 5.3 Firstmockup ...................................... 39 5.4 Interviews & Elicitation . 41 6 Prototype Design phase 47 6.1 Realtor use case . 47 6.2 Clothing use case . 62 3 7 User testing 72 7.1 Prototype evaluations . 72 7.2 Wizard of Oz . 73 7.3 Test participants . 73 7.3.1 Purpose and motivation . 74 7.3.2 Research questions . 74 7.3.3 Test descriptions . 75 7.3.4 Realtor use case . 76 7.3.5 Clothing use case . 78 7.4 Results . 79 7.4.1 Qualitative . 79 7.4.2 Quantitative Results . 83 8 Discussion 86 8.1 General discussion of the results . 86 8.1.1 Test participants . 86 8.1.2 Usability testing . 86 8.1.3 Prototype evaluations from a usability perspective . 88 8.1.4 Mid-Fi prototypes . 88 8.2 Industry relevance . 88 8.3 Continued work . 89 9 Conclusions 90 10 Glossary 97 A Personas and Scenarios 99 A.1 Clothing use case . 99 A.2 Realtor use case . 100 B Test objectives 102 4 Chapter 1 Introduction This chapter will provide an introduction to the Master’s thesis subject, goals and scope. 1.1 Introduction A Natural user interface denotes an interface that is designed to feel natural, and easy to interact with. In order to achieve this feat, di↵erent approaches can be taken, for example touch screen or touchless technologies. Touchless technology allows users to perform actions, without pressing a physical button or screen, thus allowing those actions to be performed at longer distances than physical interaction allows. The touchless interaction can be achieved using e.g. gestures or voice commands. The combination of touchless technology and shopping allows physical stores to o↵er the user the advantages of digital interaction e.g. easier searching for an item, with the advantages of a physical location where items can be tried on and visualized in 3D. Utilizing gestures, the digital visualization can be large, beyond the physical reach of the users, and allowing users to manipulate objects with their bare hands. A challenge with gesture-based interfaces is feedback. As there is no tactile feedback it would rely solely on visual or auditory feedback, e.g. in the form of a voice confirming an user’s action. The workload throughout this Master’s thesis has been equally divided between the two authors as it was believed that working side-by-side enabled a constant flow of feedback and useful conversations to take place yielding better results than working alone would have. 1.2 Background The company for which this thesis has been produced is called Crunchfish AB. They are a software and service development company operating in the mobile phone industry. Their head- quarters is located in Malm¨o,Sweden but they also have an office in San Fransisco, USA. One of their largest customers is the Chinese mobile phone-developer Gionee. An example of their most successful applications is GoCam, an iOS application that allows users to take photos from a distance, using gestures (captured by the phone’s or tablet’s built in camera). However, as a result of today’s technical limitations in the gestural interaction field, Crunchfish wanted to explore the possibilities with gesture-based interaction on the basis of not having any technical 5 limitations. They wanted to conceptualize what gesture interaction could become in the future, and how that interaction should be performed, once the technology has caught up. This thesis aimed to explore gesture-based technologies and how touchless interaction can be used to improve customers’ shopping experiences in physical stores. Furthermore, it will investigate how a touchless shopping interface should work and look like as well as what gestures should be used to interact with it and why. 1.3 Purpose and Goal The purpose of this Master’s thesis was to research already implemented touchless interac- tion methods as well as to explore the possibilities for touchless interaction combined with hologram/3-D interfaces. One of the goals was to apply the purpose and create an end product that consisted of two conceptual gesture-based interaction prototypes. The other goal was to perform usability tests on the prototypes and to evaluate the tests according to scientific evaluation methods. At the start of the Master’s thesis, extensive research covering previous ways and methods used to interact with interfaces and how to design said interfaces was conducted. It was crucial for the thesis that an extensive literature study was performed before building any prototypes or making any design decisions, because it was of great importance to avoid gesture-based pitfalls others might have fallen into previously. It is better to learn from other people’s mistakes than making the same mistake twice. This Master’s thesis provides new research and results leading to innovative user friendly and natural ways to interact with gesture-based interfaces, based on the results of the prototype evaluations. Problem statements In order to analyze the goals, problem statements were created that this thesis aims to answer. What are present day’s Natural User Interface technologies strengths and limitations? • What technical, as well as cognitive factors need to be taken into account when designing • a gesture-based interface? Could gesture-based interactive shopping windows be a motivation for online shoppers to • buy more items in physical stores? Are the built prototypes good representations of the use cases they implement and the final • product they aspire to be the basis for? What kind of gestures are natural for users and how should they be applied in products • that belong to the field of human machine interaction? 6 1.4 Scope An important goal of the Master’s thesis was to produce prototypes that supported gesture interaction. Due to the vast amount of technical challenges and limitations in today’s gesture interaction field, the design of the prototypes was limited to a front-end interaction design, as opposed to a technical product implementation. As the aim was to explore the gesture interac- tion, the visual design was reduced in favor of increased focus on developing the interaction and gestures. With this scope in mind the end products lead to the appearance of the prototypes not representing the actual look of a finished interface, but rather a finished gesture-based interaction system laid on top of a mockup design. As a consequence, the usability testing was aimed at answering questions about the interaction, design of the gestures and overall feel of the product, as opposed to questions about the designs of the objects and visualized feedback.
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